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Author Topic: Mystical Quests Development - Voice Actors needed  (Read 612 times)
Gautier00

« February 13, 2018, 03:31:44 PM »

~Thanks to Blockteen for making the logo.

Mystical Quests is a Dungeon Crawler with a lot of RPG elements that hearten the MMO like experience such as Side Quests and Levels/Challenges for players to face.

The game has been in Development for about two months but hasn't made a whole lot of progress since we don't have the Voice Actors needed to enhance the cutscenes/interactions you have with characters that grant you a stint. We also need ideas for not only Quests for the players, but the Levels themselves that follow with the Quest. Idea's and Builders are very vital and if you'd like to volunteer to join in on the project's development we'll talk about that in a little bit.

We don't have much in terms of footage to share to give you a better understanding of how the game works, we only have one level completed at the moment. We've started working on three other levels already and we got a start on classes/abilities.


Here are Screenshots of some of the builds:







I would like to clarify one thing though since this is a common scrutiny, the game is not a Dungeon Raiders imitation, it doesn't try to adapt that kind of game play at all, you may notice some similarities but that's because both games overall are Dungeon Crawlers. However Mystical Quests doesn't have the same restrictions with the classes such as upgrades/weapons, instead all classes can use whatever weapons they find and can even use other class weaponry. This also doesn't involve two teams, this is purely a cooperative game that you can play with your friends, this is intended for just hosting with your friends and not for Hosting online. The game also doesn't have a life system instead it has checkpoints, if you die you can always re-pick your class to be something else, and then continue right back off where your team continues on. The levels themselves also try to remain uncommon with the design's that Dungeon Raiders went with, you may notice some similarities in terms of prints but you will not see a similar formula or layout. The game itself is also repeatable, if you beat one level you can play it again regardless without having to restart the game completely.



If you would like to get more information on the game, or if you'd like to participate on the project's development. You can contact me personally when I am available in this Discord that I've made specifically for this thread.
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Conan

« February 13, 2018, 04:41:33 PM »

idk man, if this is different from dungeon raiders, you should let the design speak for itself rather than explain how things are different.

your explanation only serves to make it really clear how you took dungeon raiders as the primary inspiration and just changed specific aspects till you felt it was different enough.

as it stands, through your pictures as well, its pretty clearly very heavily inspired by it, both in terms of aesthetic and core gameplay. that and also the fact you only started two months ago, and dungeon raiders has been around for almost a year by now
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PhantOS

« February 13, 2018, 05:48:51 PM »

Endlessly completing cookie cutter quests like "kill x amount of enemies" or "beat y dungeons" isn't a fun and engaging experience. See: all blockland RPGs suck.

They require a lot of writers and staff in general but 90% of people say 'hey I can make an RPG/roguelike/dungeon crawl' and completely skip the core of what makes the genre fun: engaging combat, lore, intelligent class skills and strategy. So you'll be left with an empty husk of hitting the same 2 enemies with swords, stupid boring quests and 'rpg elements' which is just a fancy word for grinding.

Don't make this unless you know what you're doing. Otherwise you'll waste 2 months of your life and realize how bad this gamemode is and live in regret
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Punished Kidalex90

« February 13, 2018, 05:51:12 PM »

nigga didnt you just say you were gonna do some boss fight type shit wtf
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Snoop Da Dogg

« February 13, 2018, 06:38:59 PM »

i think instead of putting a huge wall of text at the beginning explaining how it isnt related to dungeon raiders, change up the gameplay enough so that people don't think that. if people think your game is like dungeon raiders, you are most likely doing something wrong, and should probably add some more original features to your gamemode to make it stand out. (also the fact that both gamemodes are dungeon crawlers AND using the same prints is probably a huge reason to why people think its dungeon raiders)

this gamemode could be promising, though! i look forward to the end result. i would love to see those sidequests done well in a blockland gamemode, that would be incredible :)
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Gautier00

« February 13, 2018, 06:41:48 PM »

nigga didnt you just say you were gonna do some boss fight type shit wtf
Its currently at a working standpoint where I can also work on something else now, at this rate that gamemode only needs updating, it doesn't need to actually be "worked" on if its at a reasonable stopping point.

idk man, if this is different from dungeon raiders, you should let the design speak for itself rather than explain how things are different.

your explanation only serves to make it really clear how you took dungeon raiders as the primary inspiration and just changed specific aspects till you felt it was different enough.

as it stands, through your pictures as well, its pretty clearly very heavily inspired by it, both in terms of aesthetic and core gameplay. that and also the fact you only started two months ago, and dungeon raiders has been around for almost a year by now
I'm not gonna have this discussion on a forum thread, this isn't even a point made this is simply a debatable opinion. Consider this thought for a moment, what you basically said is, nobody else can do a dungeon crawler because one exists already. Because it instantly is either a rip off or its just the same game with some changes. You might as well speak up about every single First-Person shooter being a rip off of a most recent one released considering it involves going around shooting shit. Or shit on every single Deathrun because Rose's server exists and its instantly a bootleg of that. No matter what the game play will remain in common, its blockland its not unreal engine. I can't simply just make the AI more realistic to what they're really supposed to be, I can only puppeteer them to do certain things. Not only that, this isn't even based on Dungeon Raiders its based on Barony. The reason I even bothered stating that this isn't supposed to be in anyway connected to Dungeon Raiders is because nobody will ever accept something new that's already been done once before, unless there's something really to it that makes it distant from what others have already done. In this case, its based on a game that I have never once seen in my life been done. This isn't a Deathrun nor is this just simply picking a class and fight enemies, you actually have objectives to do you have characters you need to interact with. That's literally saying Dixmiggie exists its the first completed Campaign/Story Mode nobody else is now allowed to do something similar to there own taste because guess what, it was done once. That's completely irrational and unfair to those who could already be working on something and then something happens to get released and now its too late to even bother with that project you're now working on. IF we're gonna continue this conversation then I'd prefer this be a private discussion and not continue it here.

I'd rather this thread stick to the whole idea of what this is mean't to be about, if you're just not interested or support the idea in general that's fine just find something else to do then.
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Gautier00

« February 13, 2018, 06:44:39 PM »

i think instead of putting a huge wall of text at the beginning explaining how it isnt related to dungeon raiders, change up the gameplay enough so that people don't think that. if people think your game is like dungeon raiders, you are most likely doing something wrong, and should probably add some more original features to your gamemode to make it stand out. (also the fact that both gamemodes are dungeon crawlers AND using the same prints is probably a huge reason to why people think its dungeon raiders)

this gamemode could be promising, though! i look forward to the end result. i would love to see those sidequests done well in a blockland gamemode, that would be incredible :)
Thank you for the honesty, but the only reason I bothered with that wall of text is because I have a history of doing intentionally related structured games based around dungeon raiders, but I'm trying to do something A LOT more different. More based on our preference of gameplay that we'd like and rather see then something more based on balance and competitive. This is just mean't to be a fun game to play with your friends whenever you want, this isn't to compete against anybody along with Dungeon Raiders. This is just a fun project that I'd like to do along with the community if they'd like to pitch in ideas. Also regarding prints, I'm still currently working on some at the moment, I also have someone who's willing to do there own art style as well for the game, so at the moment this is what we have to work with. But again, thank you for your honesty.
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PhantOS

« February 13, 2018, 06:51:20 PM »

Imagine someone builds a car. Everyone likes it. Now imagine you come in and build a car with a smiley face on the windshield and spiked tires. People don't like it. What went wrong? How can we rectify this situation? Let's start with step one: don't make slightly similar copies of good things that exist.

Step two: don't act surprised when people notice how similar it is to the original

Step three: don't preemptively try to justify your clone.


If ever you plan on making something new that is inspired by something, talk about the MEANINGFUL mechanics you plan on introducing that set it apart. Better ai isn't MEANINGFUL. A shop ISN'T MEANINGFUL. Those are just extra features. If you need directions, Google meaningful game design
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Kobewarrior

« February 13, 2018, 06:54:02 PM »

tbh op i came in thinking none of it was related to dungeon raiders until you constantly went on about how it isn't dungeon raiders and now i'm thinking it is.....
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PhantOS

« February 13, 2018, 06:54:12 PM »

Also dungeon raiders sucks. Keep that in mind when you make a game very similar to dungeon raiders
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Leidoffon

« February 13, 2018, 06:56:26 PM »

Also dungeon raiders sucks. Keep that in mind when you make a game very similar to dungeon raiders
woah there
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Gautier00

« February 13, 2018, 06:57:19 PM »

woah there
I was just about to say the same thing
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PhantOS

« February 13, 2018, 06:59:20 PM »

woah there
all deathruns are plagued by repetitive gameplay and zero replayability. Dungeon raiders just happens to be the most refined deathrun. However, boring combat and nonchalant class design don't really bring anything new to the table. The lesson to learn from raiders is that adding more features to a shitty genre of gamemode isn't an improvement.

Examples of improvement: randomized traps, multiple paths forcing death to multitask, classes that actually have good skills (thief is the only one)
« Last Edit: February 13, 2018, 07:01:36 PM by PhantOS » Logged
Grassy

« February 13, 2018, 07:00:20 PM »

all deathruns are plagued by repetitive gameplay and zero replayability. Dungeon raiders just happens to be the most refined deathrun. However, boring combat and nonchalant class design don't really bring anything new to the table. The lesson to learn from raiders is that adding more features to a shitty genre of gamemode isn't an improvement.
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Gautier00

« February 13, 2018, 07:02:22 PM »

all deathruns are plagued by repetitive gameplay and zero replayability. Dungeon raiders just happens to be the most refined deathrun. However, boring combat and nonchalant class design don't really bring anything new to the table. The lesson to learn from raiders is that adding more features to a shitty genre of gamemode isn't an improvement.

Examples of improvement: randomized traps, multiple paths forcing death to multitask, classes that actually have good skills (thief is the only one)
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